BCE24 | Virtual Brand Ambassadors: Making Brands Personal - John Meulemans
"The 2011-2016 Worldwide Game-based Learning Market: All Roads Lead to Mobile" By Sam S. Adkins - Serious Play Conference 2012
1. The 2011-2016 Worldwide Game-based
Learning Market: All Roads Lead to
Mobile
Key Findings from Recent Ambient Insight Research
Serious Play 2012
August 22, 2012
Sam S. Adkins, Chief Research Officer
Ambient Insight
Ambient Insight 2012
2. Agenda
Introductions - Research Taxonomy
Worldwide Game-based Learning Revenues
Global Trends
Private Investment Patterns
Edugame Business Models
All Roads Lead to Mobile
Ambient Insight 2012
3. Introductions
Ambient Insight is an integrity-based market research firm that uses
predictive analytics to identify revenue opportunities for suppliers.
Ambient Insight founded in 2004 by Microsoft Training and
Certification veterans that built the Microsoft Online Institute
(MOLI)
International “boutique” analysis firm specializing in quantitative
analysis, learning technology forecasts, M&A analysis, and
competitive intelligence
Ambient Insight tracks learning technology buying behavior
across the planet. We have buying behavior profiles for 82
countries
Ambient Insight…
Does not evaluate, compare, or rank the effectiveness of
learning technology products
Does not endorse or promote companies or products
Ambient Insight 2012
4. Ambient Insight’s Learning Technology Research Taxonomy
Seven International Regions
North South Western Eastern The Middle
Asia Africa
America America Europe Europe East
Have Eight Buyer Segments
Higher Corporations Federal State - Local Associations
Consumer PreK-12 Healthcare
Education - Businesses Government Government & Non-Profits
That Buy Eight Types of Digital Learning Products
Self-paced Digital Video, Collaboration- Simulation-
Social Game-based Cognitive Mobile
eLearning Text, & Audio based based
Learning Learning Learning Learning
Courseware Reference Learning Learning
From Six Types of Suppliers
Packaged Custom Software as a Value Added Installed Tools Learning
Content Content Service (SaaS) Services & Technology Devices
These six supplier types map directly to the six
subcategories of learning technology products
Ambient Insight 2012
6. Key Research Findings: 2011-2016
Worldwide Game-based Learning Market
The Worldwide Game-based Learning market reached $1.2
billion in 2011. The global growth rate is 15.4% and
revenues will more than double to $2.5 billion by 2015
2011 2016 Five Year
Region Revenues in Revenues in CAGR
$US Millions $US Millions 2011-2016
North America1 $286.731 $514.831 12.4%
Latin America1 $21.511 $77.221 29.1%
Western Europe1 $83.151 $136.431 10.4%
Eastern Europe1 $11.471 $36.041 25.7%
Asia1 $813.181 $1,723.201 16.2%
The Middle East1 $2.871 $6.181 16.6%
Africa1 $10.041 $25.741 20.7%
Total1 $1,228.951 $2,519.641 15.4%
Ambient Insight 2012
7. 2011-2016 Worldwide Game-based Learning
Five-year Growth Rates by Region
2011-2016 Growth Rates by Region
32%
28%
24%
20%
16%
12%
8%
4%
0%
North Latin Western Eastern Asia Middle East Africa
America America Europe Europe
Ambient Insight 2012
8. Buying Behavior is Different in Each Country
Latin America has the highest growth rate in the world at
29.1%, followed by Eastern Europe and Africa at 25.7%
and 20.7%, respectively
Edugame revenues are heavily concentrated in China,
South Korea, the US, and Japan
In 2011, China was the top edugame buying country in the
world, followed by Korea, the US, and Japan.
By 2016, the top buying country will still be China (by far),
although the US will displace South Korea for second place.
Until very recently, China uses to import most of their
edugames from South Korea. Now China is a major
production hub.
The use of “shooter” gameplay is unpopular in Japan in
general and in all PreK-3 segments
Ambient Insight 2012
9. Buying Behavior is Different in Each Country
The telecoms are major distributors in Asia, Latin
America, and Africa
The telecoms sell web-based learning platforms to
schools and Mobile Learning VAS subscriptions to
consumers
China has over 200 million online gamers – growing by
28% a year
Telecoms have content deals with edugame suppliers
to "bundle" the content in their products
Revenues in Western Europe are concentrated in the
Nordic and Benelux countries
Finland, the Netherlands, and Singapore are major
hubs of Game-based Learning innovation
The Netherlands is unique. Game-based Learning is
common across all the buying segments
Ambient Insight 2012
10. 2011-2016 North America Game-based Learning
Market Revenue Forecast: All Roads Lead to Mobile
Mobile edugames are already outselling non-
mobile (PC/web/console) edugames:
Revenues for mobile edugames reached $163.3 million
in 2011. The growth rate (CAGR) is 16.9% and
revenues will reach $359.3 million by 2016
The growth rate for non-mobile edugames is a modest
4.9% and revenues will reach $155.5 million by 2016.
2011 2016 Five Year
North America
Revenues Revenues CAGR
Edugame Platform in $US Millions in $US Millions 2011-2016
Mobile Edugames1 $163.31 $359.31 16.9%
Non-mobile Edugames1 $122.41 $155.51 4.9%
Total1 $286.71 $514.81 12.4%
Ambient Insight 2012
11. Buying Behavior is Different in Each Buyer Segment
Consumers gravitate to edugames for young children and
language learning games.
Game-based Learning is ubiquitous in the early grades
but starts to taper out in the higher grades.
STEM edugames are the exception
Using “shooter” gameplay is not a good idea
There are very few commercial edugames that target
higher education
The use of edugames in the corporate segment has
always been problematic
Federal agencies, particularly the military, are avid users
of edugames
Healthcare edugames are usually designed for patient
education, disease prevention, and behavior modification
Ambient Insight 2012
13. Trends in the Worldwide Game-based
Learning Market
“Gamification” in the lexicon – debate, hype, and
reality
Big Guns and console makers getting on board
Mobile-Local-Social (MoLoSo) are the major features
in demand
Location-based edugames emerge
Augmented reality edugames sputtering
Brain fitness games still hot
There has been a recent spike in private investment
in Game-based Learning companies.
Ambient Insight 2012
14. The Gamification of Science
In late 2011 – University of Washington’s Foldit
game. In 10 days 46,000 gamers solve molecular
problem that eluded scientists for 15 years
http://fold.it/portal/
Ambient Insight 2012
15. DragonBox Comes to America
Math edugame more popular than Angry Birds in Norway
Top selling game in Norway (of all games, not just educational)
Over 10% of all iPad users downloaded the game in two weeks
July 2012 – launched in 100 US schools
Ambient Insight 2012
16. The Gamification of Legacy Education Products
using General Purpose Gaming Tools
Game elements “bolted on” to legacy content, rapid
authoring tools, and corporate training portals
(Badgeville)
In April 2012, Course Hero launched a series of
online courses with game mechanics from the
Bunchball platform.
On average, users spend three times more time on the
gamified courses than on the Course Hero courses
In August 2012, Course Hero opened their “Gamified
Course-Creation Tools” to the public
July 2012, Oxford University Press adopts
SecretBuilder’s game platform – 7 million users
Ambient Insight 2012
17. Trends: The Big Guns are on Board
Nintendo Wii has dozens of edugames and was the first to
market with next-generation edugames
Microsoft’s Kinect now has Sesame Street and National
Geographic games
June 2012 - Institute of Play, Electronic Arts, and
Entertainment Software Association launch Glass Lab, “a new
lab focused exclusively on making games for students across
the US….available at little to no cost”
Ambient Insight 2012
18. Trends: The Big Guns are on Board
Valve launches free “Teach With Portals” Classroom
Initiative in June 2012 – releases a rapid authoring
tool called Puzzle Maker
Ambient Insight 2012
19. Trends: The Big Guns are on Board
November 2011, Sweden-based Mojang, creators of
Minecraft (36 million users) partner with US and
Finnish developers to launch MinecraftEdu. As of May
2012, 300 schools (half in the US), have purchased
game licenses.
Ambient Insight 2012
20. Trends: The Big Guns are on Board
February 2012, Pearson launches gamified learning
platform Alleyoop:
“Structured as a game with missions, Alleyoop is built
around achievements and earning a virtual currency -
Yoops. It's a learning environment that is
empowering, relevant, and a game.”
“Pearson-Backed Startup Aims to Be the Zynga for
Learning” (Mashable)
August 2012, Pearson announces content partnerships
for Alleyoop: NASA eClips, National Geographic, National
Science Foundation, Scientific Minds, Patrick JMT, Virtual
Nerd, Adaptive Curriculum, and Brightstorm.
Ambient Insight 2012
22. Leading Indicators: 2007 Through the First Half of 2012 Private
Investments in Game-based Learning Companies (in $US Millions)
$US Millions
70
60
50
40
30
20
10
0
2007 2008 2009 2010 2011 H1-2012
Ambient Insight 2012
23. Follow the Money: Investment Patterns in the
Game-based Learning Market
Lumos Labs is a developer of brain trainer and brain fitness
games for older adults and garnered $32.5 million in venture
capital in June 2011 - the single highest investment ever
made to an edugame supplier
Lumos Lab’s Lumosity Brain Trainer is the top grossing app in
Canada and the second-highest grossing app in the US
Ambient Insight 2012
24. Follow the Money: Investment Patterns in the
Game-based Learning Market
SCVNGR makes location-based learning games, mostly for
higher education and museums, and garnered $27 million in
funding (so far) in 2012
HealthTap, is gamifying “communication in doctor-patient
relationships” and got $11.5 million in December 2011
DreamBox Learning targets the PreK-12 market and obtained
$11 million in December 2011
In August 2012, ClassDojo gets $1.6 million for their “gamified
classroom management” platform - 3.5 million teachers and
students globally are using the platform
RallyOn obtained $1.5 million in June 2011 - “brings gaming to
work…helps corporations engage employees in any behavior
change.”
Ambient Insight 2012
25. MindSnacks – Mobile Language Learning Games
Launched in 2010 – have sold over 4 million edugames
MindSnacks obtained $6 million in August 2012 and makes
game-based language learning apps for “people of all ages”
Ambient Insight 2012
27. Alternate Business Models in the Worldwide
Game-based Learning Market
So-called "freemium" is now becoming the prevalent
business model for mobile applications with alternative
methods used to generate revenue. Alternate revenue
generating methods include:
Sponsorships and advertising
In-app purchases
Subscription services
Micropayments for virtual items
Partnering with Personal Learning Device makers
Partnering with the telecoms
Upgrades to premium content (Be careful about “over-
hobbling” free versions)
Ambient Insight 2012
28. Alternate Business Models in the Worldwide Game-
based Learning Market
Sponsorships are viable business models for
education games.
The math educational virtual site, Whyville has
over 7.5 million kids on the site, mostly females
from the US.
They converted from a subscription model to a
sponsorship model in 2008, and now claim they generate
more revenues from the new model.
Their sponsors include both commercial and non-profit
organizations that display their logos, so it is very similar
to advertising.
Ambient Insight 2012
29. New Distribution Channel - 2008-2011 Explosion of
Mobile Learning Value Added Services (VAS) Products
Mobile Learning VAS Products
100
90
80
70
60
50
40
30
20
10
0
2008 2009 2010 2011
On average, 5-6 new Mobile Learning VAS products are launched every
month. Most of them are sprouting up in developing economies. This has
major implications for the Mobile Learning industry. Suppliers in
developing countries are now driving the innovation in Mobile Learning.
Ambient Insight 2012
30. Alternate Business Models in the Worldwide Game-
based Learning Market
Partner with the Personal Learning Device Makers
Personal learning devices are preloaded with educational
content and are now a viable distribution channel for
developers
The devices are quite popular with consumers and
academic buyers in Asia and are now gaining traction
across the planet.
New international and domestic device makers continue
to enter the market with new products designed for
young children and PreK-12 academic buyers.
Over 50 of these devices have been launched since 2010
– 12 in India alone
Ambient Insight 2012
32. Six Types of Mobile Edugames in Ambient
Insight’s Research Taxonomy
Ambient Insight’s 2012 Learning Technology Research Taxonomy
Ambient Insight forecasts revenues for six
types of Mobile Edugames:
Knowledge-based games
Will generate the highest revenues by 2016
Skills-based games
Brain trainers and cognitive fitness games
The top selling mobile edugame type in 2011
Language learning games
Location-based learning games emerged in
2009
Mobile augmented reality games emerged in
2010
Ambient Insight 2012
33. “The 2011 Content Trench” – Percent of Total Paid Mobile
Learning Apps by Target Demographic
What’s on the Store Shelves?
Consumer-facing Paid Mobile Learning Content
Across All Major Application Stores, Platforms, and Devices
40%
35%
32%
30%
26%
25%
20%
15% 13%
12%
10% 9%
5% 4% 3%
1%
0%
Ambient Insight 2012
34. “The 2011 Content Trench” – Percent of Total Paid Mobile
Learning Apps by Target Demographic
What’s on the Store Shelves?
Consumer-facing Paid Mobile Learning Content
Across All Major Application Stores, Platforms, and Devices
40%
35%
The vast majority 32%
30% of PreK-2 Mobile
26%
Learning content is
25%
game-based
20%
15% 13%
12%
10% 9%
5% 4% 3%
1%
0%
Ambient Insight 2012
35. When did Math Get Popular?
(Ask a Four-year Old)
• October 2011 – Stickery’s preschool math
game #1 in iPhone Education. Top in-app
purchases.
• August 2012 - Broccol-e-games’ Maths
with Springbird for 4-6 year olds, reaches
10,000 downloads in less than 1 week
after launch - Currently #1 educational
iPad app in Australia and New Zealand
Broccol-e-games’
Maths with Springbird
Stickery’s Mermaid Waters
Ambient Insight 2012 math game